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On 10/03/2004 at 15:12, xxxxxxxx wrote:
Cinema 4D Version: 8.503
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I am trying to load a QT movie, animation codec, using GeClipmap and I cannot retrieve anything of value. If I am using GeClipmap how do I load a movie with an alpha channel that would allow me to retrieve viable color and alpha value? We have no problem changing codecs or whatever else needs to happen. This is for a commercial job so we appreciate any assistance!
darf - COREAV
On 11/03/2004 at 00:14, xxxxxxxx wrote:
This code works:
Filename fn = GeGetStartupPath();
fn.FileSelect(FSTYPE_IMAGES, 0, &String("Please select a movie!"));
Bool ismovie = FALSE;
cm->InitFromFile(fn, 42, &ismovie);
LONG x=0, y=150;
LONG r=0, g=0, b=0, a=0;
cm->GetPixelRGBA(x, y, &r, &g, &b, &a);
GePrint("cm - r: " + LongToString(r) +
", g: " + LongToString(g) +
", b: " + LongToString(b) +
", a: " + LongToString(a));
Probably the problem you're having is related to why BaseBitmap won't load your alphas. Have you tried with a movie saved by C4D?
On 11/03/2004 at 08:39, xxxxxxxx wrote:
Didn't think about the BeginDraw and EndDraw functions. Will try them out today, thanks!
We are loading frames of movies interactively as the user scrubs the timeline. Is there any speed benefit to using either Bitmap and GeClipmap classes?
On 11/03/2004 at 15:04, xxxxxxxx wrote:
Yeah, BeginDraw() bit me as well at first. For once the docs were right, saying "Note: This covers all functions between SetOffset() and Blit().".
I would guess that BaseBitmap and GeClipMap uses the same approach internally (given the similar interface of the functions used), so probably neither is faster. Which one to use depends more on what operations one needs to perform. You should be aware that it's not possible to extract the alpha of a GeClipMap as a BaseBitmap. I'd probably use BaseBitmap, since it's a simpler class, combined with some caching scheme.